BlackDahliaStudios

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Nov 18, 2020
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I imagine the economic engine will require many calculations. Each NPC has to check the items available in their vicinity against their use-cases for their behaviors. Decide if they're going to insource or outsource a purchase. Then execute an inventory check, price sensitivity check, etc. Then they actually make the purchase from another NPC, try to use the item and then form an opinion about it to reflect their future purchasing. They also need to sell their own inventories and set prices for their stock. This needs to happen constantly for every NPC, so I'm thinking it will be a large dataset with complex operations.
 
Sep 17, 2017
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Is Godot uncommon?
It's not nearly as common as Unity or others, but does have quite a few projects made with it. For a few more potentially directly related games you can look at to see what it's capable of, maybe check Strive: Conquest or Queen's Brothel.

Just keep in mind that getting help with some issues can get a bit complicated, given that the existing devs have gotten a bit insular and less helpful for projects they may not approve of for various reasons (like some of the tags you have in the tag list here). You may or may not also be able to get assistance/direction from people running one of the forks of Godot, like Redot.
 
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BlackDahliaStudios

Member
Game Developer
Nov 18, 2020
384
625
It's not nearly as common as Unity or others, but does have quite a few projects made with it. For a few more potentially directly related games you can look at to see what it's capable of, maybe check Strive: Conquest or Queen's Brothel.

Just keep in mind that getting help with some issues can get a bit complicated, given that the existing devs have gotten a bit insular and less helpful for projects they may not approve of for various reasons (like some of the tags you have in the tag list here). You may or may not also be able to get assistance/direction from people running one of the forks of Godot, like Redot.
Right. I mean, I've already accepted that I'm going to be trailblazing to some extent, but if I can minimize headaches in advance with the right engine choice, then that"s definitely better.

At these early stages, I can do some quick and dirty prototyping to get a feel for different languages and barebones engines. Maybe pygame for python and something like tetra for rust. At least I'll get an idea of runtimes and game feel.

I don't have the emotional stamina to wrangle C++. Maybe I'll try Godot and Go if I don't like my results.
 

BlackDahliaStudios

Member
Game Developer
Nov 18, 2020
384
625
All combat-relevant Twine code is now converted to Python code. Now, I must finish it. I'll publish a combat prototype in the comments once it's working with Apprentice School characters.

As long as prototypes work in Python, I'll continue writing them in Python. If everything works in Python, then Ren'Py will be the easy game engine answer.

Maybe this is a knuckle-dragging approach, but it's at least guaranteed give me an answer, whether I like it or not.
 
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